PHYSICS SERIOUS GAME
A mobile game designed to help high school teachers integrate it as a tool in their physics classes.
Game Designer | Programmer | UX/UI Designer
To achieve this, I researched various theories that could guide me in creating a game with real educational value. This started with exploring the importance of serious games and their proven educational benefits, drawing from studies conducted by others. I also looked into game-based learning, a technique increasingly popular in modern education systems, and delved into the human cognitive system to maximize learning potential and understand its limitations. Of course, as with any digital product, a solid user experience was essential—not only to avoid interfering with learning but also to actively enhance it.
The theory behind the creation process for this game can be found in my Bachelor´s Degree Final Project. If you'd like an English version, feel free to contact me.
Detailed information
Thankfully, during my studies, I learned not only about game design but also programming. This allowed me to develop the first prototype myself and test it. Within a couple of months, I had a functioning prototype with placeholders for the core logic, which were more than enough for an initial guerrilla test.
Due to limited time, I could only create two games. My goal was to make them quick but effective learning experiences. Many ideas were discarded; for instance, one of the earliest concepts involved teaching projectile motion (similar to Angry Birds), where the player would input formulas and substitute values to hit constructions with projectiles. Given the constraints, I decided to focus on two games:
- A game about Newton's laws, where players learn about forces acting on an object by moving a car using forces while keeping it on the road.
- A second game exploring gravitational force, mass, and distance. Players launch a meteorite by setting its initial force and adjusting the masses of different planets, aiming to make the meteorite orbit and collect as many stars as possible. Through observation and trial and error, players fine-tune planetary masses to optimize the trajectory and maximize star collection in a single shot.
Prototype screenshots

Newton's Law

Gravitational Forces
TESTING THE PROTOTYPE
With the prototype ready for testing, I went to a nearby café to conduct guerrilla testing. This allowed me to verify that the core functionality provided a good experience and ensured there were no critical usability issues.

Coffee in exchange for a test

Testing the prototype
Final test in real environment
After these tests, I had a much clearer understanding of what worked and what didn’t. I addressed all the major issues that were hindering the experience, improved the visuals, and prepared an on-site test. This test involved specific objectives for students to complete while we measured their times and recorded any relevant observations during the session.
With this test, I gathered valuable insights, such as how much students learned, which phases presented the most challenges, which games they enjoyed the most, which less, and how difficulty influenced both motivation and learning.
The Newton’s forces game had very few usability issues. The theory was well understood, and players quickly learned how forces worked. Most students needed 2 or 3 attempts to figure out how to handle curves and how an opposing force canceled the force already stored in the car. The majority were able to complete it successfully.
The gravitational game presented more challenges since it was also more complex. Based on the test results, I split it into two levels: an introductory level to familiarize players with the core mechanics, and a second level where the theory played a greater role, and the challenge was higher. Additionally, players were allowed to apply two extra forces to the meteorite, adding an extra layer of skill and making the game more engaging.



